News via http://www.psp-hacks.com/2011/04/25/...ally-released/

Ready for the masses — DaedalusX64 BETA 3 Update! It’s still beta 3, but it’s an update addressing several issues found in the initial release: improved stability, several speed enhancements and the added support for cheat codes. One release at a time… The N64 emulation movement is growing, getting better.



The above video is from DaedalusX64 BETA 3; the first release.
DaedalusX64 BETA 3 CHANGELOG
Salvy:
  • Fixed multiple suns glitch in Zelda
  • Fixed wrapping issues in Zelda
  • Added cheat support (routines and format based from 1964)
  • Front-end for cheats
  • Rewrote how we generate cic codes (code is 90% smaller now)
  • Only update viewport when it changes
  • Unlocked extra memory for all psps, except phat of course (note : if using a loader, make sure is supported)
  • Rewrote display list PC stack (this heavily based from Rice plugin)
  • Fixed error I did in Patch_Hacks (was causing the oshle scanning fail in certain ROMS)
  • Fixed trees in Dream Land (SSB) (no need to add fraction in integer part)
  • Fixed bug that caused PSP screen to stretch when tv out cables were connected
  • Fixed nasty texture to [COLOR=blue !important][COLOR=blue !important]work[/COLOR][/COLOR] along blendmode maker in Combiner Explorer (just press triangle to use it)
  • Corrected (huge)mistake from 597 that caused slim cache to be ignored (small speed up in slim and newer models)
  • Made osAiSetNextBuffer thread safe, also added several asserts to make sure we handle everything.
  • Removed Conker shadow hack (no longer needed, generic blendmode takes care of the shadow)
  • Ignore IMEM transfers for speed (we don’t use low-level RSP plugin for the PSP version anyways)
  • Simplified Sprite2D
  • Implemented correctly DLParser_TexRect_Last_Legion (fixes [COLOR=blue !important][COLOR=blue !important]BSOD[/COLOR][/COLOR] in sub menus)
  • Use 32bit screenmode for tv out
  • Force struct alignment for our ucodedefs (generates better code)
  • Added several blendmodes (Salvy, Corn, Bdacanay)
Corn:
  • Small optimization for graphics loading/adding triangles. Some minor optimizations to the VFPU TnL. Optimized loading vector plan
    es for clipping
  • Alpha channel gets passed along even when doing lighting on a tris.
  • Fixed critical rendering bug (and Dlist counter bug) in Conker. Optimized triangle rendering in Conker.
  • Speed up using early FRONT/BACK tris culling in software. Added display render stats on screen as an option (only available in Di
    splay list debug mode)
  • Made CPU rendering compatible with VFPU rendering (insert-matrix and ENV MAP)
  • Implemented Env mapping which is done (very fast) in the VFPU (Fixes SM64 stars and OOT stones, SSV ship)
  • Some optimizations on Bcopy(), memcpy() and CRC()
  • Improved hack for Wonder project J2 with a speed up (require setting texture check to 4 or so)
  • Fix the chopped off graphics(bug) in the ROM selector menu
  • Optimized Proj matrix sceGU load (Only reaload Project matrix to sceGU if its updated)
  • Fixed blocks in New Tetris lining up backwards
  • Replaced swizzle_fast with Raphael’s version
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